Calling UStaticMeshComponent::GetMaterial() during a Blueprint compile on load can cause the Material shader to fail to compile because GetMaterial will trigger a PostLoad call on that Material and ...
When the actor goes out of dormancy, it will replicate its push model property, even if it hasn't been marked as dirty. In this case, it seems the value of the property is not written to the shadow ...
Substrate materials have a thin border of black pixels between slabs. These lines can be made more apparent by changing the Diffuse Albedo color of the two slabs to pure white. This will remove the ...
When an Niagara Parameter Collection (NPC) is selected as the parent Collection for an NPC Instance (NPCI), all of its current parameters are carried over to the NPCI with their current values as th ...
Crumbling Geometry collection do not render for one frame when child clusters crumble. In the repro project a 4 particle GC is told to crumble. The single GeometryCollectionActor is then split into ...
When a UPROPERTY() TMap or TArray has raw interface pointers as element type, the garbage collector tries to handle them and crashes. For raw interface pointers without a container, UHT generates a ...
When generating HLODs, it is possible for the generator to ignore material override settings. The generator will not respect the constants, and does not change them in the Material with a default se ...
It is possible to cause an editor crash when changing a the value of a node involved with a reentrant expression. See the steps to reproduce for more information. Specifically, the crash occurs whe ...
Material Functions cannot output Texture Objects or Booleans. This seems to be because the Material Editor believes that the outputs are Floats, and forbid connections to inputs that take Textures ...
Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...